Nore wrote:Wow, I like that. Would it be possible to make it compatible with mg villages? https://forum.minetest.net/viewtopic.php?id=7263
Inocudom wrote:There is the peaceful_npcs mod, but this looks like it could be better. Zeg9's skins mod could go well with this.
yes I agree. My mod is completely different. But maybe I might add dependency to this. If there will be an api that I could build my mobs off of.stu wrote:Inocudom wrote:There is the peaceful_npcs mod, but this looks like it could be better. Zeg9's skins mod could go well with this.
This is entirely different to the peacefiul npc mod and there is nothing stopping you using both. Zeg9's skins are already supported.
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
stu wrote:Features currently include overhead name tags, formspec handling, ownership and management,
file based backups and automatic duplicate entity removal. (experimental)
stu wrote:# Info NPC
The Info NPC is a simple information serving character. You could think of them as a
human book providing information about a particular server location, or whatever else you like.
Supports multiple pages of text. 12 lines per page, ~50 chars per line.
stu wrote:# Deco NPC
A purely decorative NPC, can be set to roam freely and/or follow random players it encounters.
stu wrote:# Guard NPC
Protect yourself and your property against other players and mobs. Features 3d weapon and armor.
Can be left to guard a certain area or set to follow their owner.
stu wrote:# Trader NPC
Provides a quantity based exchange system. The owner can set a given number of exchanges.
This would likely be best used in conjunction with one of the physical currency mods.
stu wrote:# Builder NPC
Not really much point to this atm other than it's really fun to watch. By default, it be can only
build a basic hut, however this is compatible (or so it seems) with all the schematics provided by
Dan Duncombe's instabuild mod. These should be automatically available for selection if you have
the instabuild mod installed.
Jordach wrote:I noticed that NPC's are nigh on impossible to spawn correctly (even the testing ones!!); and the Docs don't indicate on spawning, and I'm not happy about going line by line finding out the exact command to spawn a NPC.
/spawnentity npc:deco_npc (or any others) just get instantly despawned because they appear to be a duplicate, which they ARE CERTAINLY NOT.
You really need to make spawning easier, as this looks very promising. However, inability to spawn NPCs will make this not used often as it really should be.
EDIT1: Tried using a /giveme, that fails too, you really REALLY ought to look into spawn eggs or similar.
EDIT2: Just noticed creative menu, will check.
EDIT3: The spawn blocks in the creative menu isn't listed in the docs on GitHub, may wish to correct this.
REAME.md wrote:These NPC's are not craftable although by default will be available in the creative menu. Servers would be encouraged to override this default and allocate the NPCs on /give basis.
19:20:11: ERROR[main]: ServerError: LuaError: error running function 'on_rightclick': ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:93: bad argument #1 to 'find' (string expected, got nil)
Nore wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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19:20:11: ERROR[main]: ServerError: LuaError: error running function 'on_rightclick': ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:93: bad argument #1 to 'find' (string expected, got nil)
EDIT: you have to write self.name instead of name to make it work.
use a background image like UI and say what goes where. Also can you show a screenshot of the formapec.stu wrote:Nore wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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19:20:11: ERROR[main]: ServerError: LuaError: error running function 'on_rightclick': ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:93: bad argument #1 to 'find' (string expected, got nil)
EDIT: you have to write self.name instead of name to make it work.
I don't know why that doesn't bug for me although this has now been corrected it shoud in fact be k not self.name
I'm not even sure how that got in there. Thank you for reporting this.
/Sokomine, Thank you for your summary, you make some very good points, although I would like to stress that
the NPCs included are primarily intended as examples. I did think about combining the deco and info NPCs but
decided to leave the info NPC as a simple demonstration.
I also agree about the less than intuitive fromspecs but you are a bit limited and one could say the same about the
the game itself. If you haven't played a generic voxel based sandbox game before you'd be pretty lost imo.
tinoesroho wrote:A little feedback from a half-baked user.
The Guard:
Works well. I love having somebody to watch my back. The interface could use some work - give him an inventory of his own, with a weapons slot, armor slots, and maybe the ability to carry a few additional items. A screen with mob targetting buttons would be a plus, as well.
EDIT:
Hrrm. It seems it only likes to work against the simplemobs.
hoodedice wrote:Bug: Guard NPC does not swim in (/on/above/whatever) water. Instead, he 'walks' on the sea floor.
Trigger: Right-click, follow, then get into water
Possible fix: Trigger 'jump' in water
tinoesroho wrote:A little feedback from a half-baked user.
The Guard:
Works well. I love having somebody to watch my back. The interface could use some work - give him an inventory of his own, with a weapons slot, armor slots, and maybe the ability to carry a few additional items. A screen with mob targetting buttons would be a plus, as well.
tinoesroho wrote:Hrrm. It seems it only likes to work against the simplemobs.
hoodedice wrote:(small) Bug: NPCs cannot be removed unless the mod is deactivated
hoodedice wrote:Bug: NPC names are carried over worlds. If you make a new world, the name of an NPC in a prior world cannot be used for another NPC in the new world.
Ikishida wrote:uhh...when i put the deco npc it didn't roam it stayed in one place while i had the free roam set on. and then,when i put a builder or a guard or an info or a trader npc,it crashes my game bro...
ima try to re-install the mod but be sure to fix it please.
hoodedice wrote:Ikishida wrote:uhh...when i put the deco npc it didn't roam it stayed in one place while i had the free roam set on. and then,when i put a builder or a guard or an info or a trader npc,it crashes my game bro...
ima try to re-install the mod but be sure to fix it please.
Are you using the latest git version of Minetest? That happened to me when I used 0.4.7 stable.
Ikishida wrote:uhh...is there already minetest 0.4.8? please link it.
Topywo wrote:Ikishida wrote:uhh...is there already minetest 0.4.8? please link it.
Not yet, but there's a difference between 0.4.7 and the 'latest' from Github. You could see the latest from Github as a 'daily unstable'.
After the official release of the 0.4.7. stable (almost) every day additions/improvements/changes are made for minetest (most in the engine, sometimes the game).
Some mods need to be/are updated to work with the 'latest' version of minetest and don't work anymore in 0.4.7 stable.
Ikishida wrote:link the "latest" please.
Topywo wrote:Ikishida wrote:link the "latest" please.
Windows latest:
sfan5: https://forum.minetest.net/viewtopic.php?pid=114672#p114672
BlockMen and Fess make also 'latest' Windows build, here are the links to their topics. At this time their builds are not the latest, but nevertheless very new. They probably update theirs soon:
https://forum.minetest.net/viewtopic.php?id=6727
https://forum.minetest.net/viewtopic.php?id=6745
Linux:
I prefer compiling it myself from the Github, following the instruction in the readme.txt:
https://github.com/minetest/minetest
I keep forgetting if and where the prebuilds of those are.
P.s. In the Github you can see how long ago the latest changes have been made to minetest. Most of the times you can keep on using 'older' latest builds for a while (the one I use now is from half September).
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